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	<h1 translate="no">ProgressiveLightMap</h1>
		<section>
			<header>
				<div class="class-description"><p>Progressive Light Map Accumulator, by <a href="https://github.com/zalo/" target="_blank" rel="noopener">zalo</a>.</p>
<p>To use, simply construct a <code>ProgressiveLightMap</code> object,
<code>plmap.addObjectsToLightMap(object)</code> an array of semi-static
objects and lights to the class once, and then call
<code>plmap.update(camera)</code> every frame to begin accumulating
lighting samples.</p>
<p>This should begin accumulating lightmaps which apply to
your objects, so you can start jittering lighting to achieve
the texture-space effect you're looking for.</p>
<p>This class can only be used with <a href="WebGLRenderer.html">WebGLRenderer</a>.
When using <a href="WebGPURenderer.html">WebGPURenderer</a>, import from <code>ProgressiveLightMapGPU.js</code>.</p></div>
			</header>
			<article>
				<h2 class="subsection-title">Import</h2>
				<p><span translate="no">ProgressiveLightMap</span> is an addon, and must be imported explicitly, see <a href="https://threejs.org/manual/#en/installation" target="_blank" rel="noopener">Installation#Addons</a>.</p>
				<pre><code class="language-js">import { ProgressiveLightMap } from 'three/addons/misc/ProgressiveLightMap.js';</code></pre>
				<div class="container-overview">
					<h2>Constructor</h2>
					<h3 class="name name-method" id="ProgressiveLightMap" translate="no">new <a href="#ProgressiveLightMap">ProgressiveLightMap</a><span class="signature">( renderer : <span class="param-type"><a href="WebGLRenderer.html">WebGLRenderer</a></span>, res : <span class="param-type">number</span> )</span> </h3>
					<div class="method">
						<div class="description">
							<p>Constructs a new progressive light map.</p>
						</div>
						<table class="params">
							<tbody>
								<tr>
									<td class="name">
										<strong>renderer</strong>
									</td>
									<td class="description last">
										<p>The renderer.</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>res</strong>
									</td>
									<td class="description last">
										<p>The side-long dimension of the total lightmap.</p>
										<p>Default is <code>1024</code>.</p>
									</td>
								</tr>
							</tbody>
						</table>
					</div>
				</div>
				<h2 class="subsection-title">Properties</h2>
				<div class="member">
					<h3 class="name" id="renderer" translate="no">.<a href="#renderer">renderer</a><span class="type-signature"> : <a href="WebGLRenderer.html">WebGLRenderer</a></span> </h3>
					<div class="description">
						<p>The renderer.</p>
					</div>
				</div>
				<div class="member">
					<h3 class="name" id="res" translate="no">.<a href="#res">res</a><span class="type-signature"> : number</span> </h3>
					<div class="description">
						<p>The side-long dimension of the total lightmap.</p>
						<p>Default is <code>1024</code>.</p>
					</div>
				</div>
				<h2 class="subsection-title">Methods</h2>
					<h3 class="name name-method" id="addObjectsToLightMap" translate="no">.<a href="#addObjectsToLightMap">addObjectsToLightMap</a><span class="signature">( objects : <span class="param-type">Array.&lt;<a href="Object3D.html">Object3D</a>></span> )</span> </h3>
					<div class="method">
						<div class="description">
							<p>Sets these objects' materials' lightmaps and modifies their uv1's.</p>
						</div>
						<table class="params">
							<tbody>
								<tr>
									<td class="name">
										<strong>objects</strong>
									</td>
									<td class="description last">
										<p>An array of objects and lights to set up your lightmap.</p>
									</td>
								</tr>
							</tbody>
						</table>
					</div>
					<h3 class="name name-method" id="dispose" translate="no">.<a href="#dispose">dispose</a><span class="signature">()</span> </h3>
					<div class="method">
						<div class="description">
							<p>Frees all internal resources.</p>
						</div>
					</div>
					<h3 class="name name-method" id="showDebugLightmap" translate="no">.<a href="#showDebugLightmap">showDebugLightmap</a><span class="signature">( visible : <span class="param-type">boolean</span>, position : <span class="param-type"><a href="Vector3.html">Vector3</a></span> )</span> </h3>
					<div class="method">
						<div class="description">
							<p>Draws the lightmap in the main scene. Call this after adding the objects to it.</p>
						</div>
						<table class="params">
							<tbody>
								<tr>
									<td class="name">
										<strong>visible</strong>
									</td>
									<td class="description last">
										<p>Whether the debug plane should be visible</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>position</strong>
									</td>
									<td class="description last">
										<p>Where the debug plane should be drawn</p>
									</td>
								</tr>
							</tbody>
						</table>
					</div>
					<h3 class="name name-method" id="update" translate="no">.<a href="#update">update</a><span class="signature">( camera : <span class="param-type"><a href="Camera.html">Camera</a></span>, blendWindow : <span class="param-type">number</span>, blurEdges : <span class="param-type">boolean</span> )</span> </h3>
					<div class="method">
						<div class="description">
							<p>This function renders each mesh one at a time into their respective surface maps.</p>
						</div>
						<table class="params">
							<tbody>
								<tr>
									<td class="name">
										<strong>camera</strong>
									</td>
									<td class="description last">
										<p>The camera the scene is rendered with.</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>blendWindow</strong>
									</td>
									<td class="description last">
										<p>When &gt;1, samples will accumulate over time.</p>
										<p>Default is <code>100</code>.</p>
									</td>
								</tr>
								<tr>
									<td class="name">
										<strong>blurEdges</strong>
									</td>
									<td class="description last">
										<p>Whether to fix UV Edges via blurring.</p>
										<p>Default is <code>true</code>.</p>
									</td>
								</tr>
							</tbody>
						</table>
					</div>
				<h2 class="subsection-title">Source</h2>
				<p>
					<a href="https://github.com/mrdoob/three.js/blob/master/examples/jsm/misc/ProgressiveLightMap.js" translate="no" target="_blank" rel="noopener">examples/jsm/misc/ProgressiveLightMap.js</a>
				</p>
			</article>
		</section>
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